[HTML][HTML] Gamification and game-based education in neurology and neuroscience: Applications, challenges, and opportunities

S Sandrone, C Carlson - Brain Disorders, 2021 - Elsevier
The role of games in education continues to evolve. The integration of game-based learning
with technology has become more common and contributed to a growing body of literature …

'Learning from home': role of e-learning methodologies and tools during novel coronavirus pandemic outbreak

V Deepika, K Soundariya, K Karthikeyan… - Postgraduate …, 2021 - academic.oup.com
Background During the crucial time of coronavirus pandemic, education is being
remodelled: opening the doors of electronic learning (e-learning). The review emphasises …

Effect of gamified flipped classroom on improving nursing students' skills competency and learning motivation: a randomized controlled trial

MEH Elzeky, HMM Elhabashy, WGM Ali, SME Allam - BMC nursing, 2022 - Springer
Background Flipped learning excessively boosts the conceptual understanding of students
through the reversed arrangement of pre-learning and in classroom learning events and …

Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic

M Burlacu, C Coman, MC Bularca - Sustainability, 2023 - mdpi.com
Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic
and quarantine. The purpose of our paper is to analyse the changes which occurred in the …

A review of emerging technologies and their acceptance in higher education

S Criollo-C, M González-Rodríguez… - Education …, 2023 - mdpi.com
The pandemic caused by COVID-19 impacted the entire world, but technological progress
led to the appearance of new and innovative emerging technologies (ETs). These …

Mobile learning as the key to higher education innovation: A systematic mapping

S Criollo-C, O Moscoso-Zea, A Guerrero-Arias… - Ieee …, 2021 - ieeexplore.ieee.org
The study of educational innovations has attracted increasing attention from academics and
researchers around the world. Educational innovation proposes the implementation of new …

[HTML][HTML] Using a 360 virtual reality or 2D video to learn history taking and physical examination skills for undergraduate medical students: pilot randomized controlled …

YP Chao, HH Chuang, LJ Hsin, CJ Kang… - JMIR serious …, 2021 - games.jmir.org
Background Learning through a 360° virtual reality (VR) or 2D video represents an
alternative way to learn a complex medical education task. However, there is currently no …

Developing the evidence base for M-learning in undergraduate radiology education: Identifying learner preferences for mobile apps

KE Darras, JJG van Merriënboer… - Canadian …, 2019 - journals.sagepub.com
Purpose There is a lack of evidence for developing radiology mobile apps for medical
students. This study identifies the characteristics which students perceive as most valuable …

[HTML][HTML] Cognitive style and mobile e-learning in emergent otorhinolaryngology-head and neck surgery disorders for millennial undergraduate medical students …

LA Lee, YP Chao, CG Huang, JT Fang, SL Wang… - Journal of medical …, 2018 - jmir.org
Background Electronic learning (e-learning) through mobile technology represents a novel
way to teach emergent otorhinolaryngology-head and neck surgery (ORL-HNS) disorders to …

[HTML][HTML] Lived experiences of nursing students about ethical concerns regarding mobile learning in educational and clinical contexts

HR Koohestani, N Baghcheghi, M Karimy… - Journal of Medical …, 2019 - ncbi.nlm.nih.gov
The field of education has experienced a profound change following the introduction of
mobile technology over the last decades, and nursing education is not an exception. This …